extends CanvasLayer @warning_ignore("unused_signal") signal exit(arg) @onready var light = %"PointLight2D" as PointLight2D @onready var light_sprite = %"光线" as AnimatedSprite2D @onready var sitting_sprite = %"小蝉坐着" as Sprite2D @onready var facing_sprite = %"小蝉特写" as AnimatedSprite2D @onready var serious_sprite = %"嘴不笑" as Sprite2D @onready var blink_sprite = %"眨眼" as AnimatedSprite2D @onready var holding_balls_sprite = %"手拿弹珠" as AnimatedSprite2D func _ready() -> void: layer = GlobalConfig.CANVAS_LAYER_LITTLE_GAME facing_sprite.hide() holding_balls_sprite.show() serious_sprite.show() blink_sprite.hide() # 更新光 light_sprite.frame_changed.connect(_on_light_frame_changed) _start_show() func _start_show() -> void: var tween = create_tween() tween.tween_interval(2.0) tween.tween_property(holding_balls_sprite, "modulate:a", 0.0, 1.0) tween.tween_interval(2.0) tween.tween_callback(_watch_back) tween.tween_interval(2.0) tween.tween_callback(_smile) func _on_light_frame_changed() -> void: light.texture = light_sprite.sprite_frames.get_frame_texture(light_sprite.animation, light_sprite.frame) func _watch_back() -> void: facing_sprite.show() facing_sprite.modulate.a = 0 var tween = create_tween() tween.tween_property(sitting_sprite, "modulate:a", 0.0, 0.3) tween.parallel().tween_property(facing_sprite, "modulate:a", 1.0, 0.3) func _smile() -> void: var tween = create_tween() tween.tween_property(serious_sprite, "modulate:a", 0.0, 0.3) # editor created func _on_timer_blink_timeout() -> void: blink_sprite.show() blink_sprite.play() await blink_sprite.animation_finished blink_sprite.hide()